I had initially picked up Kyoshiro and Wu Ruixiang when both were lowest tier. Post-patch, especially Ruixiang has potential to enrage people hahaha. She reminds me of early S2 KanRa only in a game where everyone does insane damage.
Of course, her “land 2-3 hits and do 90% damage” are dependent upon meter but, oh boy, I have seen some footage online where players pull off stuff rather consistently. If she becomes consistent that’s too scary hahaha. When she has any kind of meter, you cannot move at all under no circumstances, you just have to wait for the meter to run out and block, block, block. Really nasty character now
As Andy mentioned, combo jumps are faster. You need to press up as you are about to land after a jump or even after hitting your opponent mid-air and are about to touch the ground. It was/is one of Yosh-itora’s main weapons and key for character like for Darli, Haohmaru, Charlotte. If you have a floaty jump then you should not be in the air, however, Tam Tam is one character to benefit from combo jumps because his strikes come out fast and have wide hit box. He is pretty safe in the air despite his high/floaty jump.
Combo jump is so important that in my case it is responsible for at least 25% of the damage I receive in every match I have been hit so often with throws because I did regular jumps instead of combo jumps. Earthquake needs to jump when he can get perfect angle or he becomes like a sitting (or flying?) duck. Combo jump is risky for him because of the very specific angle/hitboxes while being airborne. The dodge would take too long for me to press after landing from regular jumps that I could be thrown at will. Now with dodge having less recovery, I feel more safe to land normally rather than being forced to jump around using combo jumps…
But to your question, I believe you are right about blocking WFT, because previously I was never able to escape Tam Tam’s WFT. I noticed the same thing but I would have to see replay to know exactly why.
I can think of only two things, increased walk speed and combo jumps. Now that characters move faster in both directions, this allows them to travel a bit farther away so there is more distance now between Tam Tam and the opponent than before. Maybe there is a bit more time to block because of the additional distance that is created.
The second thing I can think of is perhaps that you were trying to WFT after someone combo jumped. I combo jumped more than usual. When I do not, I usually lose out on throws or Tam Tam’s WFT as Earthquake’s recovery after a normal jump is super slow. A combo jump gives me more time to escape but I do not remember landing recovery frames being better (only start up frames).